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Author Topic: WH40K Imperial Guard background generator  (Read 3269 times)
Mister Andersen
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« on: September 11, 2012, 12:01:17 PM »

Not so much a PbP as just a quick little something lifted from /tg/ to amuse:

For those lacking dice or wanting to keep it honest: Invisible Castle

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Mister Andersen
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« Reply #1 on: September 11, 2012, 12:27:57 PM »

1d10=5, 2d10=78, 2d10=16, 2d10=21, 1d10=3, 1d10=3, 2d10=43, 1d10=8, 2d10=93, 2d10=67, 2d10=53, 2d10=99

Classification: Planetary Defence Force
Homeword: Civilised world
Predominant Terrain: Jungle
Core Units: Infantry regiment
Specialisation: Stealth warfare
Loyalty: Fanatical
Recruitment Criteria: Subhuman
Type of Recruitment: Standard conscription
Special Gear: Modified weaponry
Creed: Best of the Best!
Friends: Adeptus Titanicus
Enemies: Other


1d100=84, 1d100=59, 1d100=85, 1d100=23, 1d100=72, 1d100=53, 1d100=72, 1d100=72, 1d100=51, 1d100=56, 1d100=36, 1d100=4

Classification: Penal legion
Homeword: Forge world
Predominant Terrain: Dead
Core Units: Infantry regiment
Specialisation: Ranged combat
Loyalty: Adherent
Recruitment Criteria: Gangers
Type of Recruitment: Standard conscription
Special Gear: Blessed wargear
Creed: For The Emperor!
Friends: Adeptus Mechanicus
Enemies: Orks
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glimmerrat
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« Reply #2 on: September 11, 2012, 02:07:12 PM »

Classification: Penal Legion
Homeword: Civilised world
Predominant Terrain: Wasteland
Core Units: Siege
Specialisation: Close combat
Loyalty: Undisciplined
Recruitment Criteria: Convicts
Type of Recruitment: Standard conscription
Special Gear: Blessed wargear
Creed: Glory in Death
Friends: Ecclesiarchy
Enemies: Inquisition (I shit you not...)

Randomly rolled; turned out nice.

The Necromundan 1st Penal Regiment (the Dust Dogs) are a penal legion that specialises in breaking sieges with raw manpower, storming enemy fortifications and drowning them with weight of numbers, ascending on grapnels or dropping in from above using grav chutes. The men of the 1st have been allowed to join up rather than face imprisonment or summary execution so that they can earn redemption through a death in service to the Emperor. Despite being highly undisciplined, they listen to (and follow) Ecclesiarchy preachers with fanatical fervour, and many enter battle with blessed weapons. However, their less than sterling personnel have earned the ire of the Ordo Hereticus, who would rather see many members of the regiment instead face a firing squad.
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« Reply #3 on: September 11, 2012, 02:27:37 PM »

1d100=35, 1d100=9, 1d100=19, 1d100=28, 1d100=52, 1d100=69, 1d100=87, 1d100=20, 1d100=66, 1d100=18, 1d100=73, 1d100=96
Regiment Classification Imperial Guard
Homeworld Hive World
Home World Terrain Jungle
Core Units Infantry
Specialisation Trench Warfare
Loyalty Undisciplined
Recruitment Criteria Convicts
Recruitment Nature Elite Tithe
Special Equipment Augmented Troops
Regiment Creed For the Homeworld
Friends Imperial Guaard (specific world)
Enemies Dark Eldar


Interesting, in a WTF kinda way.
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glimmerrat
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« Reply #4 on: September 11, 2012, 03:10:05 PM »

Interesting, in a WTF kinda way.

The regiment comes from a jungle world where hives rise above the mists and treetops like metal fungi. The regiment consists of the exiles from the noble families and tech clans of the hives, most of which sport cybernetic augmentations as a result of lifestyle or of vocation. Despite their exile they're still highly patriotic, and they have an excellent working relationship with the world's primary guard regiment, whom they look upon with a certain degree of noblesse oblige.

I like it.
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« Reply #5 on: September 11, 2012, 03:32:26 PM »

What stories can you weave of my two efforts?
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« Reply #6 on: September 11, 2012, 03:44:56 PM »

Ok, here goes number 1:

The Trismagestan 12th Recon is recruited from a small jungle moon populated entirely by an offshoot of the Ratling abhuman genus. The diminutive warriors are fanatically loyal to each other (despite fierce intra-regiment competition), and specialise in stealth tactics. Their ranged weapons are all silenced, and they use stummers to silence the shrieks of their victims as dozens of 3 ft. tall figures in green cloaks drop onto them out of the trees, stabbing at their faces and throats with serrated long knives. They count among their allies the Warforged, a Titan legion consisting entirely of Warhound scout titans and Knight households. Recon groups cling to the legs and underbellies of these metal behemoths, dropping onto nearby rooftops and trees as they pass.
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« Reply #7 on: September 11, 2012, 03:51:39 PM »

And number 2:

The Combustican 4th Rifles are made up entirely of recruits drawn from the Forge World's underhive gangs. As one of the first Forgeworlds constructed during the Great Crusade, their homeworld has been ravaged and strip-mined for almost 10,000 years. It is now a dead husk, honeycombed with empty, ash-filled tunnels. The gangs that eke out a living represent the only really sizeable population beyond the vat-grown mechnicum forces, and they are pressed into service at every opportunity. Equipped with ranged weapons blessed by the priests of the Omnissiah, this regiment is capable of laying down withering barrageds of supressing fire. Accompanied into battle by Enginseers, Skitarii detachments, Praetorian clades and sundry other ancient war machines, these ordinary men make up the backbone of their world's fighting force.
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« Reply #8 on: September 13, 2012, 04:44:25 PM »

177th Bymog are trench rats recruited from a foul jungle deathworld.  Equipped with customized engineering vehicles, they are able to entrench with remarkable speed.  Though their tendency to take their orders loosely often disrupts friendly battle plan for the better, they are always a source of concern for nearby units that do not share their flexible approach.  Members of the regiment are conscripted in their 15th year, when each mother gives up her first surviving child to the Emperor.  Their battles have regularly seen them fighting with The Emperor's Huntsmen, and Astartes chapter that contrasts and complements their fighting style well and has recently recruited from Bymog, finding the jungle world recruits very valuable in fighting the (extra) hated Tyranids.


1d100=42, 1d100=49, 1d100=2, 1d100=80, 1d100=57, 1d100=76, 1d100=64, 1d100=66, 1d100=79, 1d100=62, 1d100=28, 1d100=46

Imperial Guard, Death World, Jungle (I hate jungles), Armored, Trench War, Undisciplined, First Born, Standard Conscription, Special Vehicle, FOR THE EMPEROR, Astartes friends, hatin' the bugs.
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« Reply #9 on: October 03, 2012, 10:59:40 AM »

1d10=2 (Imperial Guard); 1d100=9 (Hive World); 1d100=91 (Temperate); 1d100=86 (Siege); 1d10=8 (Shock & Awe); 1d10=9 (Unorthodox); 1d100=40 (Priesthood); 1d10=1 (Convicts); 1d100=89 (Preferred Fighting Style); 1d100=14 (For the Homeworld); 1d100=98 (Rogue Trader Dynasty); 1d100=95 (Dark Eldar)

...

1d400=45th

...

45th Montiarch are a long-established regiment within a highly ecclesiarchical Hive World.  Those who join are those from the priesthood who are convicted by internal courts of lesser offences, and given a chance to redeem their status through combat (although often as not they are simply those who have fallen foul of ecclesiarchy politics).  Few in number but heavy in firepower (gained partly through long-standing agreements with the local Rogue Trader's Guild, whose dealings redeemed priests formerly of the 45th have been known to sanction), they specialise in the bombardment of defended positions, although their bombardments occasionally include payloads of mortar-launched vox devices set to preach Ecclesiarchical doctrine at deafening volume.  (Although intended to emphasise their piety, such use of the holy texts is not smiled upon by all within the Ecclesiarchy).  Their long ties within the homeworld give them a great loyalty to it, and bitter memories of slaving runs within the system by Dark Eldar provide them with a particular grudge to bear - if they could, they'd besiege the very homeworlds of these foul zenos.

Bit of a stretch at times, but fun all the same Smiley
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jameswllorimer
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« Reply #10 on: October 03, 2012, 06:26:26 PM »

1d100=46, 1d100=80, 1d100=15, 1d100=13, 1d100=60, 1d100=23, 1d100=90, 1d100=37, 1d100=52, 1d100=80, 1d100=60, 1d100=21 giving:-

Regiment Classification : Imperial Guard
Homeworld : Shrine World
Terrain: Jungle
Core Units: Infantry Regiment
Specialisation: Close Combat
Loyalty: Fanatical
Recruitment Criteria : Convicts
Recruitment Nature : Elite Tithe
Special Equipment : Blessed Wargear
Regiment Creed : Glory in Death
Friends: Chartist Captains
Enemies: Orks

TBH this kinda wrote itself with those results!

The 1st (and Everlasting) Trilarkian are formed from those who have been judged unworthy at the completion of their pilgrimage to this Shrine World. Their penance, as passed to them by the Ecclesiarchy, is to hone their zeal for the God-Emperor in combat upon the fierce Xenos that plague the world (commonly Greenskins whose spores can never seem to be cleansed from the humid jungles). Once they are deemed worthy, they may rise into the ranks of the Everlasting Regiment (so named for the unending tide of pilgrims fill its compliment), and claim the true weapons of Faith that can serve them in their final task, the Glory of Emperor's Might enacted to His foes, spilling their blood and ichor in a revelry of death. To help them onwards to new enemies, the faithful Chartist Captains claim every Pilgrim-Soldiers last tithe of coin or possessions to allow them to free stand in front of the God-Emperor, clothed in only his divine power.
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« Reply #11 on: October 05, 2012, 07:58:23 AM »

"Convicts" seems to come up a lot...
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Mister Andersen
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« Reply #12 on: October 05, 2012, 09:09:17 PM »

Regiment Classification: Imperial Guard
Homeworld: Feral World
Terrain: Urban
Core Units: Shock Troops
Specialisation: Stealth Warfare
Loyalty: Unorthodox
Recruitment Criteria: All Female / Nobility (yeah, I got that resut)
Recruitment Nature: Elite Tithe
Special Equipment: War Trophies
Regiment Creed: For The Homeworld!
Friends: Officio Assassinorum
Enemies: Dark Eldar

The Stormcrow Special Operations regiment hail from a once civilised world of now soaring ruins that is being reclaimed by its biosphere. During the time their world was lost to the Imperium of Man, a biological disaster reduced the male population to an almost negliable amount and despite all efforts to the contrary, birthrates have remained almost overwhelmingly skewed ever since. With their males now sequestered and highly sort-after prizes, all IG members are comprised of draftees and prisoners; the Stormcrow however pride themselves on being a volunteer-only regiment of the lesser daughters of nobility. Owing to the circumstances in which they rejoined the Imperium, the Stormcrow proudly utilise captured Dark Eldar war materiel as a sign of field rank, which has led to a bitter emnity with the xeno scum whom they raid for new gear whenever possible. While this behaviour unsettles many of their allies, their shock stealth tactics has inspired the Officio Assassinorum to target them for recruitment.
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« Reply #13 on: November 27, 2012, 11:46:48 PM »

You know, this will actually be pretty useful for the upcoming Only War RPG coming out soon (am I allowed to mention that?)  Anyways, just for the heck of it, I rolled ten times!  Here's my first five:

>1d100 = (33); 1d100 = (79); 1d100 = (85); 1d100 = (77); 1d100 = (42); 1d100 = (25); 1d100 = (32); 1d100 = (52); 1d100 = (79); 1d100 = (14); 1d100 = (72); 1d100 = (21)

Classification: Imperial Guard
Homeword: Civilized World
Predominant Terrain: Dead
Core Units: Armoured
Specialization: Lightning Strike
Loyalty: Fanatical
Recruitment Criteria: Nobility
Type of Recruitment: Standard conscription
Special Gear: Special Vehicle
Creed: For the Homeworld
Friends: Imperial Guard (Specific World)
Enemies: The Orks

My thoughts: The world of Purgatory used to be a thriving place, a jewel of the Imperium.  Then, one day, the citizenry was beset by a terrible plague that turned most into ravaging monsters, and most of the rest into apathetic drones barely able to think for themselves.  In an attempt to save the planet, the Adeptus Mechanicus spread a "cure" via gas canisters.  They failed, and instead killed most of the surrounding environment.  Now the only ones who retain their humanity are those who are able to afford the medication needed to stave off the disease, but aren't able to buy their way off the planet (mostly due to the quarantine placed by the Imperial Navy).  Having lost the one thing that it could provide to the rest of the empire at large, having little in the way of raw resources or production capacity otherwise, Purgatory must now earn it's existence through other means.  For the normal population, since they are good for little else, this takes the form of becoming servitors.  The nobility, on the other hand, must man the warmachines of the Guard, and earn their world's place through battle, until one day enough cure can be created for the whole population.
The "Grim 13th" Armoured is one of such noble regiments sent to do the Emperor's Will, and earned distinction during Warboss DakkaRakka's Waaaaah in the Kepriliman Sector, where they came to the aid of Armageddon troops under siege.  That incident, as well as the following offenses against DakkaRakka's forces earned the 13th many gas-masked friends.

>1d100 = (1); 1d100 = (7); 1d100 = (28); 1d100 = (93); 1d100 = (90); 1d100 = (88); 1d100 = (10); 1d100 = (10); 1d100 = (47); 1d100 = (82); 1d100 = (95); 1d100 = (53)

Classification: Imperial Guard
Homeword: Hive World
Predominant Terrain: Desert
Core Units: Siege
Specialization: Guerrilla Warfare
Loyalty: Unorthodox
Recruitment Criteria: All Male
Type of Recruitment: Punishment/redemption/recycling
Special Gear: Rare Heavy Weapon
Creed: We Must Repent
Friends: Rogue Trader Dynasty
Enemies: Chaos Space Marines

My thoughts: Hive world that supported the wrong side of the Horus Heresy, and now must redeem themselves, usually by sending the families of those who supported the rebels.  Because they are shunned by the Imperium at large, however, they tend to find themselves with little in the way of actual support, and must make do with whatever they can get.  In this case, a supply of "surplus" Earthshaker cannons they were able to get off of a Rogue Trader.  Unfortunately, that same Rogue Trader failed to sell them enough vehicles capable of moving those Earthshakers, so now this regiment is forced to use sneaky deployment tactics when using them.

>1d100 ? [37] = (37); 1d100 ? [73] = (73); 1d100 ? [28] = (28); 1d100 ? [65] = (65); 1d100 ? [96] = (96); 1d100 ? [95] = (95); 1d100 ? [77] = (77); 1d100 ? [45] = (45); 1d100 ? [31] = (31); 1d100 ? [30] = (30); 1d100 ? [9] = (9); 1d100 ? [38] = (38)

Classification: Imperial Guard
Homeword: Civilized World
Predominant Terrain: Desert
Core Units: Mechinized Infantry
Specialization: Guerilla Warfare
Loyalty: Unorthodox
Recruitment Criteria: Gangers
Type of Recruitment: Elite Tithe
Special Gear: Exotic Mounts
Creed: For the Homeworld
Friends: Adeptus Arbites
Enemies: The Eldar

My thoughts: Cowboys.  Riding giant cyborg wolfs.  

>1d100 = (79); 1d100 = (61); 1d100 = (42); 1d100 = (72); 1d100 = (38); 1d100 = (80); 1d100 = (98) [Roll d3+1 more times on this chart- (3)]- 1d100 = (60), 1d100 = (17), 1d100 = (9); 1d100 = (86); 1d100 = (57); 1d100 = (96); 1d100 = (64); 1d100 = (90)

Classification: Penal Legion
Homeword: Medieval World
Predominant Terrain: Desert
Core Units: Drop
Specialization: Stealth Warfare
Loyalty: Unorthodox
Recruitment Criteria: Space Pilgrims, All Female, All Male (I am so serious)
Type of Recruitment: Standard Conscription
Special Gear: Blessed Wargear
Creed: Esoteric Beliefs
Friends: Ecclesierchy
Enemies: Dark Eldar

My thoughts: Oookay, this one is interesting.  I'm thinking Gypsy-ish, using Guard recruitment as a right of passage, using squads split up in all-male/all-female groups, and since they come from a world with "magic carpets" (simple anti-grav platforms used for travel) they are comfortable with jumping out of a Valkyrie, where they then use fancy Hassasin stealth abilities.
Or something.

>1d100 = (48); 1d100 = (62); 1d100 = (13); 1d100 = (7); 1d100 = (89); 1d100 = (36); 1d100 = (16); 1d100 = (82); 1d100 = (94); 1d100 = (15); 1d100 = (63); 1d100 = (12)

Classification: Imperial Guard
Homeword: Medieval World
Predominant Terrain: Jungle
Core Units: Infantry Regiment
Specialization: Shock & Awe
Loyalty: Fanatical
Recruitment Criteria: All Female
Type of Recruitment: Standard Conscription
Special Gear: Modified Weaponry
Creed: For The Homeworld
Friends: Ecclesierchy
Enemies: The Orks

My thoughts: Hey look, I rolled Amazons!  And not just any Amazons, ones that are deemed too kinky for the nunnery!  Neat!  Grin They even get fancy bayonets for their rifles, which is always a plus.
« Last Edit: November 28, 2012, 12:05:45 AM by RusVal » Logged

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« Reply #14 on: November 28, 2012, 01:29:47 AM »

And now my other five:

>1d100 = (20); 1d100 = (88); 1d100 = (56); 1d100 = (35); 1d100 = (59); 1d100 = (56); 1d100 = (41); 1d100 = (37); 1d100 = (22); 1d100 = (4); 1d100 = (28); 1d100 = (75)

Classification: Imperial Guard
Homeword: Shrine World
Predominant Terrain: Ice
Core Units: Infantry Regiment
Specialization: Trench Warfare
Loyalty: Adherent
Recruitment Criteria: Subhumans
Type of Recruitment: Elite Tithe
Special Gear: Specialized Lasgun Pattern
Creed: For the Homeworld
Friends: Adeptus Astartes Chapter
Enemies: Daemon Prince/Daemon/Disciple of Chaos

My thoughts: A Space Wolf Shrine World gets defiled by a Daemon Prince (former Chaos Space Marine, origins unknown), cursing most of the population with the Space Wolf's "condition".  Now they try to redeem their homeworld's honor by sending their best warriors into the most brutal battlefields imaginable, the trenches.

>1d100 = (67); 1d100 = (21); 1d100 = (15); 1d100 = (57); 1d100 = (61); 1d100 = (44); 1d100 = (87); 1d100 = (34); 1d100 = (9); 1d100 = (10); 1d100 = (96); 1d100 = (18)

Classification: Planetary Defence Force
Homeword: Hive World
Predominant Terrain: Jungle
Core Units: Mechanized Infantry
Specialization: Close Combat
Loyalty: Adherant
Recruitment Criteria: Convicts
Type of Recruitment: Elite Tithe
Special Gear: Traditional Weapon
Creed: For The Homeworld
Friends: Rogue Trader Dynasty
Enemies: The Orks

My thoughts: Pretty basic.  Hive world that is surrounded by ork-infested jungle, and tries to counter it by sticking convicts into Chimeras and sending them on extermination missions.  Since these convicts tend to be the "outlaw gunslinger" variety, they do just fine.

>1d100 = (30); 1d100 = (79); 1d100 = (74); 1d100 = (77); 1d100 = (95); 1d100 = (86); 1d100 = (21); 1d100 = (48); 1d100 = (74); 1d100 = (95); 1d100 = (44); 1d100 = (82)

Classification: Imperial Guard
Homeword: Civilized World
Predominant Terrain: Wasteland
Core Units: Armoured
Specialization: Guerilla Warfare
Loyalty: Unorthodox
Recruitment Criteria: All Female
Type of Recruitment: Elite Tithe
Special Gear: Special Vehicle
Creed: Steel Over Flesh
Friends: Adeptus Mechanicus
Enemies: Chaos Aligned Group

My thoughts: Oh dear, I seem to have rolled the Tank Girl regiment.  And not just any one, mind you, but one whose members literally hook themselves up to their vehicles to get "closer" to them.  And they have a particular hatred of mutants (another way of reading "Chaos Aligned Group"), including their Lost & Damned rivals, the "Tank Vixens", a group of all female Beastmen who, despite lacking the implants, seem to share the "closeness" to their vehicles.  (Have I mentioned how lonely I am?  Tongue )

>1d100 = (66); 1d100 = (99); 1d100 = (33); 1d100 = (34); 1d100 = (71); 1d100 = (15); 1d100 = (52); 1d100 = (20); 1d100 = (55); 1d100 = (92); 1d100 = (85); 1d100 = (36)

Classification: Planetary Defence Force
Homeword: Homeworld Lost
Predominant Terrain: Desert
Core Units: Infantry Regiment
Specialization: Ranged Combat
Loyalty: Overzealous
Recruitment Criteria: Lottery
Type of Recruitment: Elite tithe
Special Gear: Blessed Wargear
Creed: Steel Over Flesh
Friends: Inquisition
Enemies: The Eldar

My thoughts: The Eldar's schemes a many and complex, and have this annoying tendency of sacrificing those who are not them, including entire worlds of loyal Imperial subjects.  One such world is the unfortunate planet of Glisbane, a former paradise world turned desert by the machinations of the Xenos filth.  Many were lost during the "Great Loss", and many more would have perished if it weren't for the swift actions of the Emperor's Most Loyal Inquisition, who were able to extract a sizable portion of the population in time.  Now, Glisbane's Lost Children pay their debt to their Holy Saviors by any means asked of them, including guarding their fortresses across the galaxy.  As they can no longer return home, they try to extend their lost world's legacy by extending their own lives via augmentation, which has the added benefit of increasing their abilities in aiding their Saviors in fighting the dirty Xenos responsible for their lost heritage.

>1d100 = (Cool; 1d100 = (33); 1d100 = (78); 1d100 = (30); 1d100 = (80); 1d100 = (68); 1d100 = (17); 1d100 = (22); 1d100 = (70); 1d100 = (94); 1d100 = (5); 1d100 = (22)

Classification: Imperial Guard
Homeword: Feral World
Predominant Terrain: Urban
Core Units: Infantry Regiment
Specialization: Shock & Awe
Loyalty: Undisciplined
Recruitment Criteria: All Female
Type of Recruitment: Elite Tithe
Special Gear: Augumented Troops
Creed: Steel Over Flesh
Friends: Administratum
Enemies: The Orks

My thoughts: First Amazons, then Tank Girls, now I roll post-apocalyptic cyber-punk babes with a nasty kleptomanic streak, who hate the Orks because of their kleptomanic streak.  Lucky me.  Tongue

Strangely enough, I keep rolling Elite Tithes and Orks for some reason.
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